Remove the hesitation check from sliding teeth
This commit is contained in:
parent
2ee61634a6
commit
6d26362cb0
@ -405,8 +405,12 @@ export class Level {
|
||||
|
||||
// Teeth can only move the first 4 of every 8 tics, though "first"
|
||||
// can be adjusted
|
||||
if (actor.type.uses_teeth_hesitation && (this.tic_counter + this.step_parity) % 8 >= 4)
|
||||
if (actor.slide_mode == null &&
|
||||
actor.type.uses_teeth_hesitation &&
|
||||
(this.tic_counter + this.step_parity) % 8 >= 4)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
let direction_preference;
|
||||
// Actors can't make voluntary moves on ice, so they're stuck with
|
||||
|
||||
@ -442,6 +442,8 @@ class Player extends PrimaryView {
|
||||
else {
|
||||
// Either we weren't holding any keys, or we let go of our primary action; either
|
||||
// way, act like we're starting from scratch and check keys in priority order
|
||||
// TODO actually i'm not sure these are necessary if we check the player's facing
|
||||
// first?
|
||||
this.primary_action = null;
|
||||
this.secondary_action = null;
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user